The Order of Life Organization in Aren | World Anvil

The Order of Life

The organization falling under the category of Life is the Order of Life; they follow the god and goddess of that category.   The god and goddess of Life are responsible for the life cycle of all living things. From birth until the moment of death, they care for each of Rothlia's mortal creatures.  

Deities of Life

There are two deities whose realms fall under the category of Life:   Dova, god of plants and healing, is part of both the category of Life and the category of Nature. The aspects of his domain which concern the Order of Life are healing, recovery, life, restoration, malformation, blood, disease, survival, and medecine. Dova is responsible for the cycle of life which all living things are governed by. His Life category paladins and clerics take an active role in healthcare for the people of Rothlia.   Yonalla, goddess of home and childbirth, is rersponsible for fertility, purity, virility, consecration, home, hearth, virtue, motherhood, reincarnation, rebirth, and spring. She is worshipped most by hopeful and expecting parents; her clerics and paladins often work as midwives.

Granted Divine Powers

The two deities which make up the category of Life each have their own discrete roles and responsibilities. However, a cleric or paladin is granted powers which relate first to the category under which their god falls, and second to the specific portion of that category which their god is responsible for. As such, those who fall under the category of Life each draw first from the following spell lists and then substitute any ill-fitting spells using spells from a list specific to their deity, at the DM's discretion.  

Cleric: Domain of Life

At each indicated cleric level, you add the listed domain spells to your spells prepared. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
 
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.  
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.  
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.   As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.  
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.  
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

Paladin: Oath of Healing

A paladin who follows the Oath of Healing works toward the wellbeing of Rothlia's people in everything they do.  
Tenets of Healing
Paladins who follow the Oath of Healing follow three core tenets:   Tend Blindly. Tend to all within your care; personal predjudice has no place in healing.   Treat Kindly. Treat your patients with kindness; do them no harm while under your care.   Try Unfalteringly. Never give up on a patient; every life is worth fighting for.  
Oath Spells
You gain access to the following oath spells at each level specified in the spell table. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.   When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Benevolent Sacrifice
Starting at 3rd level, you can use your Channel Divinity to take on the damage that would otherwise have hit another creature. When a creature that you can see within 30 feet of you would take damage; you can use your reaction to form a magical bond between yourself and that creature. The creature takes no damage, and you take damage of the same amount and type as the creature would have taken.  
Channel Divinity: Warding Touch
Also at 3rd level, you can use your Channel Divinity in tandem with your Lay on Hands feature to bestow upon your patient a blessing of true mercy while using your Lay on Hands feature. The creature you are healing gains temporary hit points equal to half of the amount of hit points you healed using Lay on Hands. These temporary hit points last until the creature finishes a long rest, or until you use this Channel Divinity option again.  
Aura of Mercy
Beginning at 7th level, when another creature that is within 10 feet of you regains hit points as the result of a spell of 1st level or higher, that creature regains additional hit points equal to your Charisma modifier (minimum 1).   At 18th level, the range of this aura increases to 30 feet.  
Sense Maladies
Starting at 15th level, you are always under the effects of a detect poison and disease spell, and you do not need to concentrate on it.  
Avatar of Mercy
At 20th level, as an action, you become a vessel of pure divine mercy, radiating the gentle peace of your god outward from you. For 1 minute, you gain the following benefits:   -Bright light shines from you in a 15-foot radius, and dim light shines 15 feet beyond that. -You and your allies take half-damage on any attacks while they are within the radius of bright light, and do bonus damage equal to your Wisdom modifier (minimum of 1) when attacking.   Once you use this feature, you can’t use it again until you finish a long rest.
Parent Organization
Divines